Files
csgowtfd/ent/player_create.go

551 lines
15 KiB
Go

// Code generated by ent, DO NOT EDIT.
package ent
import (
"context"
"errors"
"fmt"
"time"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
"somegit.dev/csgowtf/csgowtfd/ent/match"
"somegit.dev/csgowtf/csgowtfd/ent/matchplayer"
"somegit.dev/csgowtf/csgowtfd/ent/player"
)
// PlayerCreate is the builder for creating a Player entity.
type PlayerCreate struct {
config
mutation *PlayerMutation
hooks []Hook
}
// SetName sets the "name" field.
func (pc *PlayerCreate) SetName(s string) *PlayerCreate {
pc.mutation.SetName(s)
return pc
}
// SetNillableName sets the "name" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableName(s *string) *PlayerCreate {
if s != nil {
pc.SetName(*s)
}
return pc
}
// SetAvatar sets the "avatar" field.
func (pc *PlayerCreate) SetAvatar(s string) *PlayerCreate {
pc.mutation.SetAvatar(s)
return pc
}
// SetNillableAvatar sets the "avatar" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableAvatar(s *string) *PlayerCreate {
if s != nil {
pc.SetAvatar(*s)
}
return pc
}
// SetVanityURL sets the "vanity_url" field.
func (pc *PlayerCreate) SetVanityURL(s string) *PlayerCreate {
pc.mutation.SetVanityURL(s)
return pc
}
// SetNillableVanityURL sets the "vanity_url" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableVanityURL(s *string) *PlayerCreate {
if s != nil {
pc.SetVanityURL(*s)
}
return pc
}
// SetVanityURLReal sets the "vanity_url_real" field.
func (pc *PlayerCreate) SetVanityURLReal(s string) *PlayerCreate {
pc.mutation.SetVanityURLReal(s)
return pc
}
// SetNillableVanityURLReal sets the "vanity_url_real" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableVanityURLReal(s *string) *PlayerCreate {
if s != nil {
pc.SetVanityURLReal(*s)
}
return pc
}
// SetVacDate sets the "vac_date" field.
func (pc *PlayerCreate) SetVacDate(t time.Time) *PlayerCreate {
pc.mutation.SetVacDate(t)
return pc
}
// SetNillableVacDate sets the "vac_date" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableVacDate(t *time.Time) *PlayerCreate {
if t != nil {
pc.SetVacDate(*t)
}
return pc
}
// SetVacCount sets the "vac_count" field.
func (pc *PlayerCreate) SetVacCount(i int) *PlayerCreate {
pc.mutation.SetVacCount(i)
return pc
}
// SetNillableVacCount sets the "vac_count" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableVacCount(i *int) *PlayerCreate {
if i != nil {
pc.SetVacCount(*i)
}
return pc
}
// SetGameBanDate sets the "game_ban_date" field.
func (pc *PlayerCreate) SetGameBanDate(t time.Time) *PlayerCreate {
pc.mutation.SetGameBanDate(t)
return pc
}
// SetNillableGameBanDate sets the "game_ban_date" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableGameBanDate(t *time.Time) *PlayerCreate {
if t != nil {
pc.SetGameBanDate(*t)
}
return pc
}
// SetGameBanCount sets the "game_ban_count" field.
func (pc *PlayerCreate) SetGameBanCount(i int) *PlayerCreate {
pc.mutation.SetGameBanCount(i)
return pc
}
// SetNillableGameBanCount sets the "game_ban_count" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableGameBanCount(i *int) *PlayerCreate {
if i != nil {
pc.SetGameBanCount(*i)
}
return pc
}
// SetSteamUpdated sets the "steam_updated" field.
func (pc *PlayerCreate) SetSteamUpdated(t time.Time) *PlayerCreate {
pc.mutation.SetSteamUpdated(t)
return pc
}
// SetNillableSteamUpdated sets the "steam_updated" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableSteamUpdated(t *time.Time) *PlayerCreate {
if t != nil {
pc.SetSteamUpdated(*t)
}
return pc
}
// SetSharecodeUpdated sets the "sharecode_updated" field.
func (pc *PlayerCreate) SetSharecodeUpdated(t time.Time) *PlayerCreate {
pc.mutation.SetSharecodeUpdated(t)
return pc
}
// SetNillableSharecodeUpdated sets the "sharecode_updated" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableSharecodeUpdated(t *time.Time) *PlayerCreate {
if t != nil {
pc.SetSharecodeUpdated(*t)
}
return pc
}
// SetAuthCode sets the "auth_code" field.
func (pc *PlayerCreate) SetAuthCode(s string) *PlayerCreate {
pc.mutation.SetAuthCode(s)
return pc
}
// SetNillableAuthCode sets the "auth_code" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableAuthCode(s *string) *PlayerCreate {
if s != nil {
pc.SetAuthCode(*s)
}
return pc
}
// SetProfileCreated sets the "profile_created" field.
func (pc *PlayerCreate) SetProfileCreated(t time.Time) *PlayerCreate {
pc.mutation.SetProfileCreated(t)
return pc
}
// SetNillableProfileCreated sets the "profile_created" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableProfileCreated(t *time.Time) *PlayerCreate {
if t != nil {
pc.SetProfileCreated(*t)
}
return pc
}
// SetOldestSharecodeSeen sets the "oldest_sharecode_seen" field.
func (pc *PlayerCreate) SetOldestSharecodeSeen(s string) *PlayerCreate {
pc.mutation.SetOldestSharecodeSeen(s)
return pc
}
// SetNillableOldestSharecodeSeen sets the "oldest_sharecode_seen" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableOldestSharecodeSeen(s *string) *PlayerCreate {
if s != nil {
pc.SetOldestSharecodeSeen(*s)
}
return pc
}
// SetWins sets the "wins" field.
func (pc *PlayerCreate) SetWins(i int) *PlayerCreate {
pc.mutation.SetWins(i)
return pc
}
// SetNillableWins sets the "wins" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableWins(i *int) *PlayerCreate {
if i != nil {
pc.SetWins(*i)
}
return pc
}
// SetLooses sets the "looses" field.
func (pc *PlayerCreate) SetLooses(i int) *PlayerCreate {
pc.mutation.SetLooses(i)
return pc
}
// SetNillableLooses sets the "looses" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableLooses(i *int) *PlayerCreate {
if i != nil {
pc.SetLooses(*i)
}
return pc
}
// SetTies sets the "ties" field.
func (pc *PlayerCreate) SetTies(i int) *PlayerCreate {
pc.mutation.SetTies(i)
return pc
}
// SetNillableTies sets the "ties" field if the given value is not nil.
func (pc *PlayerCreate) SetNillableTies(i *int) *PlayerCreate {
if i != nil {
pc.SetTies(*i)
}
return pc
}
// SetID sets the "id" field.
func (pc *PlayerCreate) SetID(u uint64) *PlayerCreate {
pc.mutation.SetID(u)
return pc
}
// AddStatIDs adds the "stats" edge to the MatchPlayer entity by IDs.
func (pc *PlayerCreate) AddStatIDs(ids ...int) *PlayerCreate {
pc.mutation.AddStatIDs(ids...)
return pc
}
// AddStats adds the "stats" edges to the MatchPlayer entity.
func (pc *PlayerCreate) AddStats(m ...*MatchPlayer) *PlayerCreate {
ids := make([]int, len(m))
for i := range m {
ids[i] = m[i].ID
}
return pc.AddStatIDs(ids...)
}
// AddMatchIDs adds the "matches" edge to the Match entity by IDs.
func (pc *PlayerCreate) AddMatchIDs(ids ...uint64) *PlayerCreate {
pc.mutation.AddMatchIDs(ids...)
return pc
}
// AddMatches adds the "matches" edges to the Match entity.
func (pc *PlayerCreate) AddMatches(m ...*Match) *PlayerCreate {
ids := make([]uint64, len(m))
for i := range m {
ids[i] = m[i].ID
}
return pc.AddMatchIDs(ids...)
}
// Mutation returns the PlayerMutation object of the builder.
func (pc *PlayerCreate) Mutation() *PlayerMutation {
return pc.mutation
}
// Save creates the Player in the database.
func (pc *PlayerCreate) Save(ctx context.Context) (*Player, error) {
pc.defaults()
return withHooks[*Player, PlayerMutation](ctx, pc.sqlSave, pc.mutation, pc.hooks)
}
// SaveX calls Save and panics if Save returns an error.
func (pc *PlayerCreate) SaveX(ctx context.Context) *Player {
v, err := pc.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (pc *PlayerCreate) Exec(ctx context.Context) error {
_, err := pc.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (pc *PlayerCreate) ExecX(ctx context.Context) {
if err := pc.Exec(ctx); err != nil {
panic(err)
}
}
// defaults sets the default values of the builder before save.
func (pc *PlayerCreate) defaults() {
if _, ok := pc.mutation.SteamUpdated(); !ok {
v := player.DefaultSteamUpdated()
pc.mutation.SetSteamUpdated(v)
}
}
// check runs all checks and user-defined validators on the builder.
func (pc *PlayerCreate) check() error {
if _, ok := pc.mutation.SteamUpdated(); !ok {
return &ValidationError{Name: "steam_updated", err: errors.New(`ent: missing required field "Player.steam_updated"`)}
}
return nil
}
func (pc *PlayerCreate) sqlSave(ctx context.Context) (*Player, error) {
if err := pc.check(); err != nil {
return nil, err
}
_node, _spec := pc.createSpec()
if err := sqlgraph.CreateNode(ctx, pc.driver, _spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return nil, err
}
if _spec.ID.Value != _node.ID {
id := _spec.ID.Value.(int64)
_node.ID = uint64(id)
}
pc.mutation.id = &_node.ID
pc.mutation.done = true
return _node, nil
}
func (pc *PlayerCreate) createSpec() (*Player, *sqlgraph.CreateSpec) {
var (
_node = &Player{config: pc.config}
_spec = sqlgraph.NewCreateSpec(player.Table, sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64))
)
if id, ok := pc.mutation.ID(); ok {
_node.ID = id
_spec.ID.Value = id
}
if value, ok := pc.mutation.Name(); ok {
_spec.SetField(player.FieldName, field.TypeString, value)
_node.Name = value
}
if value, ok := pc.mutation.Avatar(); ok {
_spec.SetField(player.FieldAvatar, field.TypeString, value)
_node.Avatar = value
}
if value, ok := pc.mutation.VanityURL(); ok {
_spec.SetField(player.FieldVanityURL, field.TypeString, value)
_node.VanityURL = value
}
if value, ok := pc.mutation.VanityURLReal(); ok {
_spec.SetField(player.FieldVanityURLReal, field.TypeString, value)
_node.VanityURLReal = value
}
if value, ok := pc.mutation.VacDate(); ok {
_spec.SetField(player.FieldVacDate, field.TypeTime, value)
_node.VacDate = value
}
if value, ok := pc.mutation.VacCount(); ok {
_spec.SetField(player.FieldVacCount, field.TypeInt, value)
_node.VacCount = value
}
if value, ok := pc.mutation.GameBanDate(); ok {
_spec.SetField(player.FieldGameBanDate, field.TypeTime, value)
_node.GameBanDate = value
}
if value, ok := pc.mutation.GameBanCount(); ok {
_spec.SetField(player.FieldGameBanCount, field.TypeInt, value)
_node.GameBanCount = value
}
if value, ok := pc.mutation.SteamUpdated(); ok {
_spec.SetField(player.FieldSteamUpdated, field.TypeTime, value)
_node.SteamUpdated = value
}
if value, ok := pc.mutation.SharecodeUpdated(); ok {
_spec.SetField(player.FieldSharecodeUpdated, field.TypeTime, value)
_node.SharecodeUpdated = value
}
if value, ok := pc.mutation.AuthCode(); ok {
_spec.SetField(player.FieldAuthCode, field.TypeString, value)
_node.AuthCode = value
}
if value, ok := pc.mutation.ProfileCreated(); ok {
_spec.SetField(player.FieldProfileCreated, field.TypeTime, value)
_node.ProfileCreated = value
}
if value, ok := pc.mutation.OldestSharecodeSeen(); ok {
_spec.SetField(player.FieldOldestSharecodeSeen, field.TypeString, value)
_node.OldestSharecodeSeen = value
}
if value, ok := pc.mutation.Wins(); ok {
_spec.SetField(player.FieldWins, field.TypeInt, value)
_node.Wins = value
}
if value, ok := pc.mutation.Looses(); ok {
_spec.SetField(player.FieldLooses, field.TypeInt, value)
_node.Looses = value
}
if value, ok := pc.mutation.Ties(); ok {
_spec.SetField(player.FieldTies, field.TypeInt, value)
_node.Ties = value
}
if nodes := pc.mutation.StatsIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.O2M,
Inverse: false,
Table: player.StatsTable,
Columns: []string{player.StatsColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeInt,
Column: matchplayer.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_spec.Edges = append(_spec.Edges, edge)
}
if nodes := pc.mutation.MatchesIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.M2M,
Inverse: false,
Table: player.MatchesTable,
Columns: player.MatchesPrimaryKey,
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: &sqlgraph.FieldSpec{
Type: field.TypeUint64,
Column: match.FieldID,
},
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_spec.Edges = append(_spec.Edges, edge)
}
return _node, _spec
}
// PlayerCreateBulk is the builder for creating many Player entities in bulk.
type PlayerCreateBulk struct {
config
builders []*PlayerCreate
}
// Save creates the Player entities in the database.
func (pcb *PlayerCreateBulk) Save(ctx context.Context) ([]*Player, error) {
specs := make([]*sqlgraph.CreateSpec, len(pcb.builders))
nodes := make([]*Player, len(pcb.builders))
mutators := make([]Mutator, len(pcb.builders))
for i := range pcb.builders {
func(i int, root context.Context) {
builder := pcb.builders[i]
builder.defaults()
var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
mutation, ok := m.(*PlayerMutation)
if !ok {
return nil, fmt.Errorf("unexpected mutation type %T", m)
}
if err := builder.check(); err != nil {
return nil, err
}
builder.mutation = mutation
nodes[i], specs[i] = builder.createSpec()
var err error
if i < len(mutators)-1 {
_, err = mutators[i+1].Mutate(root, pcb.builders[i+1].mutation)
} else {
spec := &sqlgraph.BatchCreateSpec{Nodes: specs}
// Invoke the actual operation on the latest mutation in the chain.
if err = sqlgraph.BatchCreate(ctx, pcb.driver, spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
}
}
if err != nil {
return nil, err
}
mutation.id = &nodes[i].ID
if specs[i].ID.Value != nil && nodes[i].ID == 0 {
id := specs[i].ID.Value.(int64)
nodes[i].ID = uint64(id)
}
mutation.done = true
return nodes[i], nil
})
for i := len(builder.hooks) - 1; i >= 0; i-- {
mut = builder.hooks[i](mut)
}
mutators[i] = mut
}(i, ctx)
}
if len(mutators) > 0 {
if _, err := mutators[0].Mutate(ctx, pcb.builders[0].mutation); err != nil {
return nil, err
}
}
return nodes, nil
}
// SaveX is like Save, but panics if an error occurs.
func (pcb *PlayerCreateBulk) SaveX(ctx context.Context) []*Player {
v, err := pcb.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (pcb *PlayerCreateBulk) Exec(ctx context.Context) error {
_, err := pcb.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (pcb *PlayerCreateBulk) ExecX(ctx context.Context) {
if err := pcb.Exec(ctx); err != nil {
panic(err)
}
}